V0.2.1 : Game now saves on every floor transition (should make crashes much less disastrous)
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@ -317,6 +317,12 @@ public class Dungeon {
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hero.viewDistance = light == null ? level.viewDistance : Math.max( Light.DISTANCE, level.viewDistance );
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hero.viewDistance = light == null ? level.viewDistance : Math.max( Light.DISTANCE, level.viewDistance );
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observe();
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observe();
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try {
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saveAll();
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} catch (Exception e) {
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//TODO: I need to add analytics code to this or something.
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//Silent failure is really bad, don't want to interrupt the user but I do want to know if this fails.
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}
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}
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}
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public static boolean posNeeded() {
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public static boolean posNeeded() {
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